A new update for the Galactic Contention mod for Squad has been released and we’ve got the patch notes. It has been a few weeks since the gigantic total Star Wars conversion got its biggest update yet with a move to Unreal Engine 5. We previously wrote about what fans could expect ahead of launch and since then players have been thoroughly enjoying immersive Clone Wars battles like never before.
The development team behind the mod have moved quickly to fix bugs and make gameplay tweak. On Saturday, the group updated the game with a sizeable change log. Titled Kaminoan Chip Upgrade Sway Training 9.2, it brings a whole host of map and class balance changes. The full patch notes from the Discord can be found below.
Map Changes
Coruscant
- Ambiance volume and distance attenuation tweaked
- Replaced Base Reverb Layer with Impulse Response Reverb (Urban Alley)
- Added different submixes to sound folders

Kashyyyk
- Slight reduction to base reverb
- Modified reverb attenuation distance for vanilla explosion/impact sounds
- BuildMed A and BuildSmall A given full AudioVolume + indoor ambience — Kashyyyk ambience now nearly complete
- RINV V2 redone, plus additional edits
Venator
- Fixed skybox
- Added Equator Venator floor collision
Morak Valley
- Fixed ambient sound volume via SoundClass (proper rework planned later)
Felucia
- Moved Felucia2 test map to its own folder, excluded from cook
General/Multi-map
- RINV spawner fixes applied to Bespin, Geonosis, Sesid, and Sesid Equator
- Fixed RINV V5 repair station missing on layer and other layer fixes in regards to spawners
Naboo
- Fixed INV V2 and V3 being unable to capture points
- Fixed SKM V1 missing Logi spawn for droids

Rhen Var
- Fixed collision on ice field tunnels
- Fixed RinvV3 double storage depot
Tatooine
- Fixed missing Tuskens vs Tuskens vote option in RINV layers
- GLD cleanup
- Fixed rag sheet collisions in the market
- Fixed market blocks/walls collision
- Continued work on slave quarters
- Continued work on the slave trader area
Gameplay Changes

Vehicles
- TX-130: driving model overhauled for UE4-like feel (4 big wheels, fast accel/turn/brake), then acceleration decreased for balance, then fixed being stuck in 1st gear + reverse speed increased to 30 km/h, then slope boost tuned to keep more speed uphill
- AAT: tuning/handling overhaul (67 km/h top speed, slightly slower than TX-130), followed by a further acceleration/handling update
- AT-TE: turning slowed + torque curve updated for handling; magneticMode blueprint made less taxing on server/client and more forgiving on terrain-edge detection (with a follow-up fix for missed changes); added check to stop SDK log spam from driver HUD; raycast switched to Pawn profile to stop it climbing obstacles meant to block vehicles
- N99: max rotation increased from 1 to 2; damping set to 5
- TX-60: damping set to 5 with slower rotation for a heavier feel, later given big wheels, then steering input rate made faster to start/stop turning
- SAAT: new driving model with bigger wheels and 4 per side; slope boost made slower uphill
- UTAT: big-wheel config added (150cm wheels, 50cm max raise, 30cm max drop, friction 3, top speed 50 km/h)
- V-Wing: collision damage buffed (80% less damage from collisions causing instant blowouts)
- Vehicle Turret/Armor Rebalance
- Turret health overhaul: turret can be disabled if it takes too much damage.
- TX-130 APC: renamed to IFTX-130, N99 APC renamed to IFN99; coax armor penetration buffed, damage lowered for survivability without winning direct 1v1s
- Skirmish LAAT: UI symbols pushed (previously missing), including LAAT-C carrier image
Weapon Handling/Feel
- Sway effect significantly reduced across clones, Gungans, Tuskens, and Umbaran weapons — described as feeling more “Pre-ICO” while retaining some sway
- Umbaran BLR made fully automatic
- SMG magazine upgraded to 40 rounds, 1 fewer mag carried
- Valken charges increased 4 → 5
- E5S charges increased 8 → 9; later given +10m/s travel rate, reworked damage curve (80 → 75 dmg at 225m → 55 dmg at 400m), and recoil adjustments
- Jetpack troopers lose 1 mag (5 → 4) to offset pistol + grenade
- Commando head-shot multiplier adjusted multiple times (2.5x → 1.3x, later 1.3x → 1.8x)
- DC17-M Commando carbine recoil adjusted across several passes
- Weapon renames: DC-17 TG-Operated → DC-18; DC-15A → DC-15A Heavy; DC-15A Lite → DC-15A
- New DC-15X UI image
- Fixed AV6 damage hit registration (now takes 4–6 AP rounds to kill)
- New “ramen box” with reduced ammo supply
- Fixed Umbaran scope wall-hacking through smoke/items (depth stencil buffer)
Class/Role Rework

- Commando and Magnaguard restricted to SpecialForces sub-factions
- B2 health reduced 750 → 550 (headshot rate unchanged, since not SpecialForces-locked)
- DC15A-BR merged into the AutoRifleman class; redundant second AutoRifleman role removed for T20/15A-BR and E5CR-BR AutoRifleman1 role/kit deleted across all factions; new AutoRifleman combines LMG (+1 mag) and BR, switching by reloading
- Tusken Squad Leader given a backpack for identification Tusken AAT DeathBringer and Wasp now require a Crewman kit (solo-crewable); new Tusken SL Crewman (no 2-player requirement) and Crewman Tusken (requires 2 squad members
- Stat adjustments: All ARC Squad Leaders 150 HP, Commander soldiers 200 HP
- Tactical Droid 175 HP, BX droids jump 2.75x higher
- Fixed 501st P1 sniper incorrectly being Phase 2 instead of Phase 1
Medic/Revive Rebalance
- Bandage max count increased 9 → 12; spawn minimum increased 3 → 4; bacta count increased 3 → 4
- Bandages made more effective
- Medic UI heal icon enlarged (128×128 → 256×256)
- Revive and bleed-stop durations reduced across the board!
Audio Balance
- Total overhaul of blaster/pistol/sniper/cannon reflection and reverb timing/volume across all biomes
- Attenuation tweaks across blaster, sniper, pistol, and light/medium/heavy cannon categories, plus main vehicle cannons
- BARC and STAP cannons switched from Medium to Light cannon attenuation settings
- Fixed Gungan weapon attenuation
- Added temporary placeholder firing system for crab droid shooting
Systems/Technical
- Attempted VoIP-related fix by porting missing elements from BP_Hud to the custom HUD
- Fixed wrong world-setting attribution on the GC RINV V1 command asset
- Fixed Deputy system logging to the wrong command console and misfiring for non-deputized players Deleted the mutable/UMG/PC skin system and debloated related code
- Removed leftover AI logic from the old MKP AI system
- Removed general bloated/legacy data, including deletion of the Space DSHK relic Updated engine default settings
- Added new TX-60 clone logi wreck mesh
- Fixed missing GAR SEC Forces grenadier shovel
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